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Thread: High-Resolution-Halo

  1. #371
    Untruely Bannable~ Inferno's Avatar
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    Re: High-Resolution-Halo

    Quote Originally Posted by Limited View Post
    Yes but the whole point of high res halo is to make it look good right? I dont want to only be able to see 2 feet ahead of me due to the fact the rest has to be portaled.
    That is not how portaling works. If you can't see the triangle and its behind the portal it wont render. If you can see the triangle and its behind the portal it will render.
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  2. #372

    Re: High-Resolution-Halo

    Quote Originally Posted by p0lar_bear View Post
    ^This

    The game drops some tris if there are too many being rendered at one time. Effective portals will reduce the number of polygons being rendered at once, thus getting rid of the disappearing problem.
    Quote Originally Posted by Masterz1337 View Post
    Portaling doesn't help inflated BSP sizes. :-\

    Rob knows what I'm talking about.
    ^this

    Because of the limited amount of RAM in the original XBox, the maximum size for a BSP is, as I understand it, hard coded into the game. If your BSP+tags exceed a certain size limit, you can still hack tool to compile it, but you also have to hack CE to keep it from crashing when it loads the BSP.

    WoL, I have a sneaky suspicion that you'll get your BSP ingame all happy and peachy, and then you'll load in your hi-res textures and weapons and sounds and scenery and skybox and vehicles and at some point it'll just barf up an error when you try to compile.

    If you find a way around this that doesn't require users of your map to use a hacked HCE, please tell me how.
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  3. #373
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    Re: High-Resolution-Halo

    Quote Originally Posted by wanksta(-=Inferno=-) View Post
    That is not how portaling works. If you can't see the triangle and its behind the portal it wont render. If you can see the triangle and its behind the portal it will render.
    Well I dunno how portaling works, but when you say look at, do you mean literally look at the object? So like, If your looking forward, everything behind you doesnt get rendered?

    Is it alot like clipping?

    What I'm trying to get at, it wont effect the maximum view distance? Like in coldsnap and hugeass.
    Last edited by Limited; June 11th, 2008 at 12:43 AM.
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  4. #374
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    Re: High-Resolution-Halo

    Quote Originally Posted by Rob Oplawar View Post
    ^this

    Because of the limited amount of RAM in the original XBox, the maximum size for a BSP is, as I understand it, hard coded into the game. If your BSP+tags exceed a certain size limit, you can still hack tool to compile it, but you also have to hack CE to keep it from crashing when it loads the BSP.

    WoL, I have a sneaky suspicion that you'll get your BSP ingame all happy and peachy, and then you'll load in your hi-res textures and weapons and sounds and scenery and skybox and vehicles and at some point it'll just barf up an error when you try to compile.

    If you find a way around this that doesn't require users of your map to use a hacked HCE, please tell me how.
    I forgot for MP maps that the textures and sounds inflate it as well :X. You're goign to have to use mainly 512s for this I would imagine. :-\. Maybe 1024s on some of the vehicles.
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  5. #375
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    Re: High-Resolution-Halo

    Quote Originally Posted by Limited View Post
    Well I dunno how portaling works, but when you say look at, do you mean literally look at the object? So like, If your looking forward, everything behind you doesnt get rendered?

    Is it alot like clipping?

    What I'm trying to get at, it wont effect the maximum view distance? Like in coldsnap and hugeass.

    Um hugeass and coldsnap are clipped because halo cant draw past (i think) 3 km. All the original halo maps have portaling to my knowledge so dont worry it wont mess anything up.
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  6. #376

    Re: High-Resolution-Halo

    Quote Originally Posted by Rob Oplawar View Post
    WoL, I have a sneaky suspicion that you'll get your BSP ingame all happy and peachy, and then you'll load in your hi-res textures and weapons and sounds and scenery and skybox and vehicles and at some point it'll just barf up an error when you try to compile.
    They'll compile fine. The game can handle a hell of a lot, and it does, as long as you have a modern-gen card, you can throw in all you want. I did a few personal tests. Multiple 2048 textures in a room with dynamic lighting in the darks, high-res custom lightmap for the specular lighting, and a few other goodies. Churned past 60 FPS constantly. 8500gt 256 mb.
    There are obviously object limits, but they probably won't be passed.

    People just pussy out on pushing this old engine :P Forget your damn limits. Bypassing the BSP size limit isn't hard. The BSP size won't even matter as long as it's not some gigantic open field, and it's portalled well. Keep the level slightly complex, multiple points of interest, and if it's too large, throw in some large portals. You can have some damn nice FPS with 2048 textures and whatever else you want to throw in. Just portal and optimize. The only reason I ever got somewhere was because I ignored the warnings in the HEK Tut, and ignored the limits imposed by others. Which of course existed 4 years ago.
    Last edited by SuperSunny; June 13th, 2008 at 02:12 PM.
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  7. #377

    Re: High-Resolution-Halo

    Quote Originally Posted by SuperSunny View Post
    Bypassing the BSP size limit isn't hard.
    Please, tell me how.
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  8. #378
    "Think Different" Masterz1337's Avatar
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    Re: High-Resolution-Halo

    Sorry Sunny, but you're wrong on this one.
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  9. #379
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    Re: High-Resolution-Halo

    Well time will tell, I still dont think it will 100% work and you will need to cut corners. Now saying you arent good at it WoL.
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  10. #380
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    Re: High-Resolution-Halo

    Quote Originally Posted by Masterz1337 View Post
    I forgot for MP maps that the textures and sounds inflate it as well :X. You're goign to have to use mainly 512s for this I would imagine. :-\. Maybe 1024s on some of the vehicles.
    Except their [bitmaps\sounds] actual binary data aren't loaded into the same memory as the tag data so it won't do the amount of harm that you're trying to suggest. I know I've said this before on these forums...
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